#archived-game-design
1 messages · Page 35 of 1
Hey! So for platform-based levels, would it be better to have each level in a different scene or all in one scene and hide them via layers and inactive objects?
seems like a waste of resources
make different scenes, no?
I'm a wannabe indie game developer who is mainly interested in working solo. I've got some experience in almost all areas of game development aside from engines and coding, but not enough in any particular area to be considered proficient. I'm also taking the Unity Learn classes currently. In regards to other areas, such as art, music, and narration, what are some ways to brush up on all of those skills without spreading myself too thin? I don't know where to ask this properly, so I'm putting it here for the meantime.
to be honest these are all sub areas in game design and frankly it's going to be impossible become an expert in all of them - i would maybe pick 1 or 2 and focus on those
@tulip crow I think it's just dev textures, either custom made or from a pack. just look up "devtextures" or prototyping textures
Don't know if this is the right place to ask but anyone tell me where I can find some realistic looking zombies for mobile VR (Quest) ?
so i decided to come up with an idea based on a certain minigame from undertale
what do ya think?
The link has stuff like menus and all so far
Hey can you guys help a guy out and fill this form out for me https://forms.gle/9EmGCHLnqZjvgxvk7
I have some killer game ideas and want to be part of a creative team and i have a really good one id like to share and design with the team i would help with game design and art cheers
If your out of ideas try a little mushroom on a magik carpet the shoots diffrent magick lezers and bombs and missles and have him battle through a labryinth but you got competition ill build it someday too! Cheers
And multiplayer on the network but they always stay on the same screen when one goes the other bubbles over with time stopped and the screen moves
In some rooms otherwise they share
And voice chat now thats a fun little call
....maybe hes a little mushroom wizard that collects runes to customize his spell book and you can trade items with the other player
what's the core of that idea?
oof
lol
Sorry about sideways i suppose im a little sideways 🐢
@brittle vigil are you asking me? Core idea of what? The mushroom mage searches for trapped fairies in the labrynth and they increase your magikal ability
@tame valve I think what people are confused about is the fact that you did not explain the game in any way. What genre would the game be? what graphic style? is this about as deep the lore goes or is there some deep meaning why this mushroom is gathering these runes?
It was a very confusing bit of text up there.
Sounded like if someone talked after having too many mushrooms, if you get what I mean.
@dense talon its open for your own creative design im just trying to be the love i want to see in this world and inspire great games and art, id love to look at demos and offer creative design ideas
Right.
The genre of the game is sonic graphix blocks lots of kinds of blocks, the runes and power runes modify and change magick you can collect and trade them with player two , when you defeat a boss and rescue the fairy the players versus in spirit world and the winner gets the fairy and they return to full health
Something like that
Saves your game and you can talk to your buddy in there
I think you should make this game.
I will im busy though
Ill make my own version : )
I dont eat mushrooms there alive they're and yes i know i spelled squirell wrong
This Wipeout-Clone works on Unity 2018.3f8
Get BallisticNG here :
https://store.steampowered.com/app/473770/BallisticNG/
Download my track here :
https://steamcommunity.com/sharedfiles/filedetails/?id=2391926112
This are the steps :
00:00 Intro + Import BallisticNG Asset
01:30 Import your track to Unity
01:45 Track Wizard
02:05 Add basic trac...
.blend should import just fine, but you can also open them up in blender and export fbx from there
Also wrong channel. You want #🔀┃art-asset-workflow
Great thanks.I will try this and also post it in the other channel
hello
i need suggestions
i'm trying to generate a level based on dodge obstacles
but i'm not sure if i should be use premade custom positions and choose randomly between them
or just put random block each chunk
@orchid grotto What you need to think about is how the difficulty scaling is going to work.
Random elements is the more flexible option since you can literally build the obstacles with squares and them fetch them from your object pool and build your obstacle.
But you will also have to think about the fact that if you make it too random and have not adjusted the values properly, the game might give the player something unbeatable, which is very bad practice.
You need to consider the speed of the player and the spacing between the obstacles so it always have enough speed + room to catch the window.
It also looks like the blocks are not measured to fit the entire level now, make sure they are as wide as the map when you place them down. 🙂
Maybe think of the road as a grid with fixed positions?
Thanks!
@orchid grotto That said, making things randomly appear is also way more logic heavy, so if you just want a quick version out, maybe don't start building a whole random map generator :p
thanks again
i think i'm going to top mix of them
i have an array of Vector3 of prebuilded obstacle groups
and them randomly make some random obstacles
@cold onyx This isn't game design related. Don't cross post to multiple channels.
Hey guys
I'm making use of multiple Raycasts with different LayerMasks for object detection and touch input.
I'm quickly realizing this can get out of control with Raycasts in mutliple locations in your project.
Is there a recommended procedure for handling multiple Raycasts?
Should they all be consolidated in a single class or?
Hello, i have some issue, my image is pixelated and i don't know why. But in the scene is good
Here is the import settings
And the button settings
change filter mode to Point
in sprite import settings
I did it, but nothing happend
Does turning your canvas to "Pixel Perfect" do anything?
wait
also make sure you save the import settings when setting the filter mode
apply them*
maybe something from here will help
?
No, but when i get big the image it look better
Maybe something about the camera resolution
i have a layered 2D level to show the depth . but at one point i want my character to move along in an angle towards z axis and enter in a house situated in depth of the player. so i was thinking gradually move character in z axis while changing its size and sorting in layer . is this a good way to do this ?
Can someone help me trough adding player states(idle, walking, ect.)? I've looked up tutorials but nothings sticking for me
well just in general like adding states to the player (i have no idea what i'm doing im so sorry im still new to this)
state has two types on visual state and player logical state . both are separate concepts. so if u need to learn how to do the visual animation states u can use the animator component and some animations that you have saved as assets
you need a state machine then animator is also a state machine . but using it for the behavioural state is bad practise. you can create your own states in code . there are visual scripting tools available too. Unity3Dcollege has some statemachine tutorials if u need .
i'll go check it out and see if i can do that
um can someone help me with a pretty simple problem ig?
basically state is just specific values for an object. so if u change the value from somewhere you represent that as a change in state. and you can look back to this changed value from another place and say well state is changed i need our character perform some behaviour
@ornate abyss
what is it
I added a box into the scene and a capsule as player but the capsule isn't colliding with the cube it just falls through it
both capsule and the box requires collider
don't they have it already?
make sure it has anyway
sure
nothing like that is happenign
@cunning elm
yeah
does it fall through ?
it doesnt happen on mine
maybe its something with the capsule not the cube
change the rigid body setting collision detection from discrete to continuous
try that
i did
that didn't work
btw i tried a pre build player when i play it it does the collide animation
that means somethings wrong whit the platform
yes
so any idea what to do now?
look at the pre build player to see whats missing
look at the custom scripts on you dirt to see if they disable the collider while play mode
pause the game while playmode to inspect the floor box to check if it still has a collider when u play the game
etc
oh okay
everythings there
maybe it changes the position in run time did u check the z axis to see if its the same in play mode ?
well ima start from the new scene and see if the problem still exists
@cunning elm ok so I still had this issue in a total new scene when I was using Unity 2020.1.17f1 (64-bit) but I opened it in Unity 2019.4.20f1 (64-bit) and it worked perfectly fine
should I report it?
if 202.1.17f1 is the latest release yes. or u dont have to
ig its the latest stable one but there are two alpha and beta versions after that
yeah then u should report it and tell them how to reproduce it
Hi, I hope this is the right discord section. I am having lots of high quality trees in my forest scene. However, they are very big and 100% / LOD0 is active far too early thereby. What should I do?
when I start a new project or want inspiration to build on top of an existing one, I look at pinterest https://www.pinterest.com/. Pinterest is great for gathering up images for Mood boards
Still?
In the game tab theres a "scale" slider. It should be 1x for the "true" resolution
I see urs is at 5x
Is it worth getting a degree in game design
There is knowledge not taught anywhere else than getting it right in front from industry veterans. And it brings fun challenges along the way. It may not be for everyone though. @cursive ocean For me I have my Master's in Game Design, and I value everything I learned in my 2 year program
Cheers i sent u a couple questions in dms but its fine if your too busy
More people failed the Astrophysics degree than the Game Design Degree at my university
hey guys, I want to create a cage object in my game that would something like a square with vertical bars, and I then the player to be able to hit it and open it, "break it".
Anyone got any ideas on how I could make the animation/pictures of it breaking?
you can make the bars have rigidbody components that are kinematic for each and call a list of objects to disable kinematic rigidbodies when collided. Or make a hinge joint that will swing open when interacted with cage.
@brittle vigil I was talking more about how it would look rather than how to implement that look.
I forgot to mention it's 2d (sorry), so I'm not sure how would a hinge joint will swing open on 2d.
is it a top-down perspective?
hmm a physics component like rigidbody 2d and hinge joint 2d, should still work, unless that's not what you want for the behavior. You can add force forward on X-axis
again, I'm not talking about the implementation. Just talking about how it would look.
Perhaps your idea is good, I just don't understand what it is tbh ><
I would recommend maybe everytime u hit it a crack appears at the top of the bars until evtually it will break and fall and rotate 90• so you can walk over it
@cursive ocean sounds a bit like more what I'm looking for.
- When you say top of the bars you men the upper part of the bars, not the part above the bars; right?
- I didn't fully understand the break/fall/rotate thing. I was thinking on a cage like the one attached. Or you meant something else?
Yeah so the top of the bar would start to crack and then when it breaks it would fall over outwards allowing your player to walk out of it
@cursive ocean oh I got your idea now; it's actually the other way around though, the player is outside and need to break it open
Oh well then you could have the whole bar start to crack and then once it breaks you could reduce it to rubble on the ground
oh that's a nice idea! I like it
I get the rubble, not sure how to make the bars crack though; what did you have in mind?
I could make the cage shake for an effect mm
U know like in minecraft the block will have a texture added every time u hit it that make it look more damaged so like something like that
yeah but it's not a block. or you mean to add those on the bars them selves?
Yeah exactly
ok cool, sounds awesome
regarding the shake effect I just thought btw - I figured if player hit it from the right, shake to the left. Same thing other direction
Any thoughts how to shake if player hits it from above?
I could make it shake down then up, ignoring collision and just making it animation. Not sure how it would look yet though
If player hits from above you could make the cage shake left and right
right just a random direction :p so simple lol
bro ^^ 😄
😂
Guys what's the best asset for the best quality grass
i have been repeatedly smoothing and wrinkling my brain over this, but the fps im looking to make, i want it to have depth, as consequence of me being a logic freak, shits gotta work, so when i model a gun, i can't leave it at shit go forward, bang, shit go back, kick shit out, repeat. Except, i can look at a Wikipedia page for firearm actions, read the entire thing through several times and still not get it, even in world of guns, i can understand more yes, but some still important elements are lost on me, so im not sure i even want to wait for a sale to unlock all those guns to see how they work in op mode.
So, can i find it reasonable to assume that i can go and model and animate the guns so they just go forward, bang, backward, eject, put it into the demo, finish the demo, release the demo, and not get any nitpicks over the gun operations?
i need to think of some sandboxish features..
I would think for a demo that would be fine. Most people probably wouldn't notice it didn't go through the full eject/chamber cycle if you released it like that.
i will try to take it to heart Naka, im just way too obsessed with the mechanics behind some things, especially if its a piece of piss to get reference material.
There will always be that one person who cares way too much about tiny details. You will never be able to satisfy those people. Unless your game mechanics specifically deal with the intricacies of how real-life firearms work, I wouldn't worry about it.
Unless it's a proper simulator, trust me, nobody is going to care if your gun moves the correct way if the gameplay is good, you think I care about how the guns in Overwatch function for example?
I'm looking at the enemy and where I need to shoot. Most of the actions on a gun are so fast that you can't even keep up with them, so it's probably okay.
Being picky about details will shoot you in the foot as a game developer...
Hey, am I allowed to make requests or hire people here?
Thank you, didn't know about that.
When you're adding a image into a 2-d game project, do you put it in a canvas so it can scale with screen size and anchor etc?
hey guys, I'm making a platformer that is inside the factory and wondering how to do the background?
That is, I started by using a simple image, but the factory has ups and down and you can't move an image inside a factory vertically too much, it's not clouds or anytihng.
How is it usually being done?
Only if it's part of the UI
#💻┃unity-talk message about animations if u can look
ok so i am following a tutorial from brackeys on 2d movement but when ever i enter the script for the movement it self and hit play i get a error and the script gets removed any ides on how to fix?
If you want help with an error, include the error.
ok i ended up fixing it i was going to include a screenshot but the last coding server i was in got mad at me when i did even tho it was not in the rules am i allowed to post screenshots of errors and stuff like that here?
The best way to transfer text is.. text, but media related to the problem/topic is allowed
Note for sending text: <#💻┃code-beginner message>
So I made a prototype first person demo where you can jump, wallrun, and slow down or rewind time. How it works is the world freezes and the player character rewinds.
I'm now wondering what kind of challenges to design that would make the player utilize rewinding. Something like an enemy with a shield that always faces you so you move around them then rewind yourself so that their back is exposed to you
There an old game called timeshift that uses these mechanics.
What's the setting of your game?
Flickering energy shields? Slow down time to hit between cycles.
Another question, how often can you uses these abilities.
I was thinking of making it a cyberpunk-ish setting (the general genre, not 2077). And the abilities use up a regenerating energy meter
You could have enemies that you need alive, you could shoot them and rewind after escaping?
Hi, I am making a multiplayer fps. I have added input buffering to players jump but before I finish that code. I but now I am wondering if you could/should do the same with, lets say, a melee attack. For example: save state of melee attack and execute if enemy comes within range within a few milliseconds. Dumb handicap or makes game feel more responsive? Thoughts?
I think it'll make it feel more responsive. Missing melee attacks even though you feel like you should have hit in fps's can be a bit annoying.
ok so i have a issue my project i have been working on the last couple days is messed up none of the stuff i placed down is there but the code for the main cam is still there any ideas on how to fix this or prevent it from happening again
ps i am very new to unity so this may be a dumb qustion
Hey all, I've been trying to research ScriptableObjects as I've only just started scratching the surface with them but am curious what the best approach would be for my situation..
Originally, I had an Entity class which had component references (Rigidbody, Collider, SpriteRenderer, Animator, etc.) which had a Player class and Enemy class which both derived from Entity (containing unique functions for their respective types). I then would have movement scripts and shooting scripts that I would attach to the Player and Enemy class as needed.
Now that I'm starting to build more enemies, I want to convert this over to a ScriptableObject system, but would I create one single SO with whatever immutable data was originally contained in the Entity script? Or would it be best to create a base ScriptableObject, a movement ScriptableObject, a shooting ScriptableObject, etc. I surisingly haven't been able to find many examples online of how people set up their enemies using SOs so I'm, hoping there might be some guidance here.
i also can't repute down and animations i made and when i open them they are not there pls help
EDIT/SOLVED: Had to use "AddRelativeForce" instead of "AddForce"
I am currently implementing a 3d ski jumping game. I am a NOOB at game programming, but I am experienced in prgramming business software.
I tried using a rigidbody + box collider on the character itself. The "terrain" has a mesh collider. Both have an own physics material without bounciness and with a friction of about 0.6. Char mass is 80.
My current state is: The gravity places the char properly on the inrun. But as soon as I add a forward force to the rigidbody by .AddForce, the char is flying off the inrun, instead of "sliding" in it. What can be the cause? I already tried adding a smaller force, but then the char is VERY slow..
Now I am wondering, whether my setup (rigidbody + those colliders) is the best for this use-case? Or should I maybe go with a character controller (self-implemented?) or even char physics (I have read of that somewhere)? Are just my colliders wrong?
Keep in mind that - despite the inrun - the char also has to handle a jumping force properly and then keep flying, where a wind force should also have some influence. The landing should also happen without any bouncing.
Thanks in adcance, any tips are well appreciated and surely helpful! 🙂
hello, im just getting into programming and i finally managed to make a basic cube with basic inputs and some floats. for my space input when i play I can hold the key to go infinite height, any ideas on how to fix?
so super dumb qustion but how do i fix this
In the inspector for the "Sprite" when selected from the project, reduce the pixel per unit to the size of the image.
Depends on what you are going for. Keep it as powers of 2
2,4,16,32,64, etc..
I would assume that in your case, 64 might work but experiment with it
Can you ellaborate a little bit more?
when it's locked, I can move around, but can't rotate, but when its unlocked it's the opposite, how do I make it do both at the same time?
When it's unlocked you should be able to do both, try using the middle mouse button and the right click when dragging. Middle mouse will pan at the current angle, while right click will rotate.
i'm trying to come up with a story for my game but i'm really stuck. It's a sci fi game and the thing I have right now is you start at a lab and you basically go to another planet only labeled "planet: beta" but you crash land. The rest of your crew dies, and you have to kinda fight your way through the game. This is my first time coming up with a story mode for a game I've made so i'm not really sure what to do. Are there any programs I should use to "storyboard" it or should I start by just writing dialog? what do I do?
just @ me if you can help me
@storm olive you can find links to forum threads pinned in #💻┃unity-talk where to post LFM. There's no place for it on the server.
check out https://www.kenney.nl/assets
Anyone wanna become my tutor?
your settings don't match the video
I want to ride a dragonfly with lazers
Hi all whats going down with designers.
What is game design?
Hey, I installed a unity plugin for 2d lighting (on a 2d game) and switched everything in the game to “upgrade project materials to universalrp materials” but now my particles are purple squares, everything else works fine, can anyone help?
Hello people, I made a raycast and want it to be able to identify a face of any object if possible?
looks at channel description
good to see game design questions in the game design channel
Hi! I'm having trouble with my rhythm game's design and would love some help.
It's kind of hard to tell but in the video the player swipes/taps on the notes in the "play grid" at the bottom to get points.
The interaction is.. not fun. I'm a visuals programmer and this is my first mobile game so I dont know what i'm doing lol any help would be super appreciated
Does anyone have any ideas on this or general feedback?
(I'm thinking right now maybe reducing the number of grids at the bottom would make it more fun.. maybe?)
ps note timing are auto generated and will be improved very soon 🙂
another example :x
when i am trying to create a menu this happens:
any one know why it appears like that?
did you use a png image or is it a Text?
it is a text
@glad lark In my opinion, add steps and redesign the buildings of each step
Game graphics are acceptable, usually games of this style have stages, you can also add stages, it will be good@glad lark
Thanks for the suggestions! What do you mean by add steps? Like make more space on floor 1, floor 2, floor3, etc?
@glad lark No, when you publish the game and the game is welcomed, add steps to the game. I mean the steps. If I finished stage 1, the second stage would be different. Add to the game Also, do not forget that when you publish the game, be sure to work on optimizing the game and fixing the bugs
Oh, steps to play like a tutorial! Ok thanks :) appreciate your help
@glad lark Thank you game maker
what do you guys think of monthly payment subcription to unlock complete game
instead of one time pay
@cold onyx Okay, but it depends on how much money the player has, both options should be considered
Hello, can anyone recommend a tutorial on how to make a clicker/idle game? I followed one on youtube already but its missing a few functions. Im a complete beginner, have some experience with blueprints in UE4 but nothing aside from that
@quick vessel Jimmy vegas tutorial cookie clicker
Hello
Hi
Evening guys. I'm doing a zombie runner type game and wanted to know what people thought a good gameplay loop would be
Would you prefer infinite 'waves' of enemies, with a chance to shop / restock in between, or just an old fashioned set of 10 levels for example?
both
Finite levels, though with different environments for each level to keep things fresh.
I guess this question technically belongs here. So I'm drawing up assets for an emoji creator game for kids. I've got some head bases, but I was wondering. Is there a way to get their colors to change from unity instead of me having to recolor the assets?
So if they picked this head shape and wanted it to be yellow, can I get unity to change its color rather that recoloring separate assets for each color choice they want?
Yep. If you're using a Sprite Renderer it has a color field
It will multiply that by the actual texture color for each pixel
So best thing to do would be provide the Assets in greyscale basically
Like you have there
Something has occurred to me lately and it's puzzling me.
Players want consistent smooth frame rates even when the game is doing something complicated. Thus, because Update() runs every frame, people have employed Coroutines and threads for any prolonged tasks.
But since the UI is itself tied to frame updates, shouldn't we be trying to put everything else on a separate timer so that even if the characters and environments are chugging, the game itself remains responsive?
I'm sure I would rather have Master Chief stuck in place but still be able to open the graphics settings to help him out than have the whole game freeze up on me o_O
I feel like maybe there should be a Simulate() function or whatever that gets called as fast as possible, up to once per frame (or maybe higher if we want?) sort of like how FixedUpdate() is on its own schedule and how frame updates themselves are independent of display refresh rate.
Does anyone know something I'm missing here?
@knotty island If you find a solution for that, can you message me? I love that idea
If I remember xD
I know there's already a few clunky ways to do it, e.g. with InvokeRepeating(), but the ability to add custom game loop callbacks to which random objects can respond would be neat. I think something similar can also be done with C# Events but I'm a noob at those.
I'm more curious as to why this doesn't seem to be ubiquitously popular as a technique.
I wanted to share this basic character sheet we wrote, and this feels like the best place
anyone have experience with CDN, downloading addressable assets from the cloud and eventually update/ add content to game without having to release new versions
!rank game-design
That rank doesn't exist.
@knotty island I don't think it's so much a game design problem, but I digress.
The most straightforward way to do this, would probably be with multithreading, in which case you can look into DOTS/ECS for Unity. The functionality in there should allow you to do something like what you want.
But with normal Unity, I don't think it's going to be easy. Everything is tied to the main loop. And how would you deal with any information that the UI needs from the simulation? Health, position, inventory etc etc. This is a classic multithreading problem, and is solved through locking things for a while (essentially what ECS does for you).
In the end, it's probably just more hassle than it's worth.
That's why I'm wondering why the Unity people didn't make it a feature available by default. Tying everything up to the main thread, and of more specific relevance, tying everything to the frame update loop, seems archaic by this point and it puzzles me that they continue to follow this pattern.
Multithreading is hard by itself, and now imagine you have to build a generic framework that other people make their game around. Tons and tons and tons of games today don't utilize multithreading at all, it's mostly AAA games.
And this is exactly where DOTS comes in - to fill that gap.
Is Unity making decoupling of gameplay and frame updates a priority with DOTS or continuing to ignore the issue?
Now would probably be ideal time to raise these issues on the forum. You'll likely be waiting for the next overhaul of this sort for a long time.
Reminder that this is game design and narrative, not code design.
does anyone have any idea for a horror game , i just realised my idea is sh**ty and doesnt have any mechanics , so basically i have made a fully animated girl NPC ,FPS script and a small 1 room house and a hostel/homeroom. so these should be also there in story, i just want a story / mechanics if anyone has ideas
i have some ideas... idk if you would like it
Ok so i have an sort of zombie survival 3d game? Its sort of like MiniDayz but in a sort of 3d format?
i feel like adding a huge map that randomly gens, its sort of realistic etc
it feels like a bad idea but im not too sure
personally, I prefer big realistic maps over small ones and I think it's a good idea.
i see, its gonna be long haha with it being a solo project. But thanks for the feedback!
thanks , but i am going for something like isekai , romcom and horror
huh?
my game is a Horror fps WIP should the mouse view be like doom or normal FPS? (ping to aswner)
fps is most common these days. tps arent really take offs imo
thank .
I dont know where to ask this but is there a way to let emissive materials act like a light source? So they make shadows, light, etc? (Build in render pipeline). I want to let the lava put some light on the rocks above.
Im dumb can someone send me a list of important syntax so I can try to reference it for my 3d game
I might add an Inventory system but im not sure tbh :/
I have the scripts down and ready but i might not idk
Question for anyone who has played a dual stick shooter kinda game
🗺️ ) Should W always move the player North (Top of the screen) While facing the mouse
🖱️ ) Should W always move player in direction of mouse
mouse defentily
Light Baking will do this - otherwise you'll have to fake it somehow.
You could write a screen space shader detecting your material and doing something like inversed occlusion culling.
Another option would be vertex painting your shapes in the lava and use a shader that makes your object brighter based on vertex colors.
You could also place some lights inside the lava - but this can get performance heavy quickly.
Decals / Projectors could result in the same effect as the vertex painting.
Or using the HDRP there is a new option called "Screen Space Global Illumination" - maybe you can find something similar online, would be quite the same as the screen space shader mentioned above. ^^
In this 2017 GDC session, Stellar Jockeys' Hugh Monahan dissects the development and release of Brigador from both marketing and design perspectivesm, to help you learn from what went wrong for them.
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Are there any good tools out there to plan a skill tree layout?
any tips on coming up with fun and unique ideas?
have a look at other game that you can maybe use as ideas for a game
Like some of the stuff in sorta like certain items etc
just dont steal ofc 
Maybe try out the characters in Unity Assets?
I messed around with Unity and got this: https://youtu.be/hTCRdl5Xe60
The only problem I have at the moment is First Person camera, it would be so much easier for me to navigate the space if I could use the W S D keys or whatever to navigate around more smoothly
Rene Descartes' Discord on Method, sample taken from Andrew Derry.
3D Animation created by Phoebe Jaspe through Unity.
Connect on: instagram.com/phoebejaspe
I'm not even sure how the camera flips around like that
Played around with box colliders and rigid bodies, how to make objects explode without code and etc
If anyone wants to collaborate and edit on a project, let me know ^__^ I'm doing a masters in Fine Art in Norway at the momengt
'='
How hard is level design in unity?
.. Not any more difficult in any other game engine I imagine?
Designing levels is as hard or as easy as you make it to be.
Ok cool I come from using the source engine's level maker, hammer, and wanted to sort of branch out
There's a big difference between making levels and designing levels though
I got an asset that generates levels for you @wispy drift
its pretty sick
this is a pretty sick generator ngl
I think I'm going to go the 2077 approach and just dress up a bunch of (modern) real world guns for my FPS
i like the red/white one more. it stands out really well
yeah the red/white.
I'm struggling with level design, is there any good tools out there which can help speed things up?
Not probuilder - I've already got building assets
Start with a picture, or a lot of pictures, whatever inspires you most - then look at some top down maps (assuming you are making a 3D game) - try to combine those two to get a rough sketch of a level with a theme and a path.
Once you have that down, run around and think about what you want to add or, if you are more on the programmer/logical side - what you need.
Basically you want to constantly shift between action / thinking / story.
Maybe that shooting, plattforming and story sections. Maybe it's just easy enemies, hard (new) enemies, walking.
Whatever it is, you need something at every part of your level and it will get more and more clear the more you iterate.
Also have a close look at already existing levels and try to copy (block out) whatever you like. You will end up with paths, at the end, all games are just paths - open spaces are just rooms on a dungeon map (except for skyrim maybe, but still, there are ways to follow surrounded by nothingness of trees and boulders)
Then once you have a basic idea of the geometry the level needs - try to combine it with aesthetics, the look, everything from your initial reference pictures and try to flesh out this style.
I am not a leveldesigner myself, I am a programmer who made some levels every now and then, the leveldesigner I am working with would say "just place some objects" I guess xD He has a natural talent for these things, if you don't have that, you need a system - the above mentioned one works fine for me, maybe you have to find your own system?
But always have a look at some levels from existing games and just try to copy them for a while, then you'll come up with your own ones for sure. ^^
Wall of Text, sorry.
Sirs and Ma'ams I have the Unity personal version and I am trying to build an android game but i cannot connect my computer to my phone on Unity Remote 5. I have been trying for 3 days now. I've searched the whole internet still nothing I'm desperate please help me
please give us your vote on how we should hint the player towards their goal!
What is good for a boss fight? so far it chases the player, shoots at the player and hits you if you are too close.
The player damages the boss by shooting it back and can shoot the enemy’s projectiles or dodge them
It feels kind of bland and I was wondering what could make it more interesting
is it possible to have custom pivot point in unity for an object?
just like 3d softwares
like maya
what i mean is
something like this in unity
pls tag me when replying
@lusty wigeon #🔀┃art-asset-workflow
Also, no, the pivot point that the mesh uses in Unity is the origin point of the mesh.
ummmm ok
is it possible to get booleans of 2 objects with probuilder?
Don't crosspost your questions.
Im new to unity (been using it for about a week) and cant really code c# or any simmilar language (i can code python but htats about it) anyone have a 2d movement script i can use?
Watch a brackeys YouTube tutorial
Let’s give our player some moves!
● Check out Skillshare: https://skl.sh/brackeys7
● Character Controller: https://bit.ly/2MQAkmu
● Download the Project: https://bit.ly/2KPx7pX
● Get the Assets: https://bit.ly/2KOkwjt
♥ Support Brackeys on Patreon: http://patreon.com/brackeys/
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Got it, thanks!
i have so many
great ideas for game
and theyre fitting each other well too
but im not gonna implement them in the current game
because it would take ages (or many years basically, on top of the years ive already invested)
so its smarter to make simpler game
Thanks, really appreciate the reply. I think my biggest frustration is how long it takes to place prefabs in all the right areas and sort though numerous folders to find what I need - maybe theres some assets that can help me out
You can always make a very specific design document in word or google docs. That way your ideas are preserved and you can return to them in the future if you’d like
Sort of like the Doom Bible but for your ideas
GAME IDEA:
I was thinking about one player in the control room, controlling diverse things and the other player in another room, where the assembly line is. They have to assemble fiverse things. Do you guys have any ideas on how I can make this a better idea?
Thanks 🙂
Anybody any cool game ideas on a coop 3d game?
Here are some questions that can expand that idea.
---Where are you two?
---What genre of products do you make?
---Is the game only 2 people, or can more work in the assembly line?
---Is the goal of the game to fit a client's order?
---Can things go hilariously and horribly wrong in your assembly line?
---What exactly do you have control of if you're in the control room?
Hope this helps
None of these questions have to be answered of course, I don't wanna overload ya 😅
-
Doesn't matter in the game haha, just in a factory, with windows to a fake factory exterior.
-
Candy, and other diverse things that you have to assemble.
-
2 people but maybe add some people that you can hire as AI.
-
sort of, not kinda thought that one through.
-
Yes ofcourse 🙂🙂
6)Well you have control to repairing tools for the belt, electric switches( lets say if an AI breaks it, you have to repair it and then turn the breakers back on, this will happen depending on the level of AI you hired.)
Did it anyways haha
Any feedback @true coral ?
Or ideas to add? Would people even play it? Does that seem fun to you?
quick question. Does Visual Novel game require coding?
Yes, although it may not be much, it would still require a little.
thank you.
Little sketch of what the map would look like
Hmm... a factory where you and a buddy make candy/other diverse things. Things can go horribly wrong. You have npc workers to help. So far I'm getting a bit of a Willy Wonka and the Chocolate Factory vibe, meaning any fan of that movie can get a kick from your game. And even if they're not Willy Wanka fans, I can imagine any couple would have fun with your game if they're into those factory-building games like Satisfactory or Factorio. So yes, I can picture your game being fun.
As for anything to add... I can picture this sort of game having a colorful aesthetic to compliment the candy aspect but that's up to you. One thing though I really recommend is to make sure you have your players be able to produce super satisfying product and/or gain satisfying revenue. Those are one of the things players of this sub genre look forward to when playing these types of games I'm pretty sure.
Thanks for the very detailed feedback, I love it! 🙂. If I will execute this game idea, I will keep all this feedback in mind, thanks 😁
No problemo 👌
hmm
hello guys, do you think mobile text-based rpg or cyom still a thing ??
By "still a thing" you mean like... still possible? Still popular? Because you can create a mobile text-based rpg or cyo(m or a) if you want to.
I meant still popular or not sir 
Depends on the community you're pitching this to. I just looked up on Apple for a mobile text-based rpg/cyoa for reference and there are some out there with pretty high ratings out of an average of a thousand+ reviews, so there is still an audience for that genre.
the community, yes
thanks for your insight sir
No problem 👍
I wish there were more story based games out there. There are some good cyoas out there, but the quality is hampered by procedural generation or obtuse gamification
This looks like something that might interest u
what is procedural generation and obtuse gamification sir ??
Procedural generation is just using an algorithm to generate a story. Like how Minecraft creates worlds. It's okay, but it tends to make for a pretty bad narrative.
Obtuse gamification is when some cyoa implements things like energy so you can only read up to a certain point before having to wait for more energy or spend real life money for more energy.
the game seems complex. Im thinking of simple mobile choice game with multiple endings. More less like this:
It looks ok, but I'd like to at least have some sort of inventory so I can feel like I'm making progress.
Equipment, and so on
Wow, that's great idea. Thank you 
Glad I could help!
the item maybe can give some benefit like give additional choice or better result
It would be somewhat difficult to implement, but adding an encounter system would be cool.
do you mean that we must have enough energy to continue the adventure ??
Similar to old rpg-turn based combat.
Yeah, I don't like when cyoa games limit how you from your energy, instead of allowing you to read as long as you'd like
ah yes. trigger additional event 
Im thinking of pure reading stuff instead of that energy system actually. Why would people implement that system hmm
Mainly to make money I think
classic lol
hey guys i'm kinda new to unity what version do you think would best to use for making an open world game
The version is irrelevant, just take the latest recommended release on Unity Hub.
Hi, if you were to make a 3D printer, or cloning device, that printed both flesh and metal/plastic/cloths
which material would you use? as a narrative device, nothing too scientifically accurate since this is for a sci fi game, but some cool science approximations would be nice
avoiding perhaps something cliched as "antimatter" or "quantum energy" or whatever mega sci fi term
Tachyons. Gotta be Tachyons 😛
I'm not a chemist by any means, but I'm guessing some sort of foreign-atomphobic material that can hold all sorts of different atoms for you to manipulate their components to comprise any material you would like for organism printing.
As well as some sort of material to send electricity to some of those atoms, primarily for the brain so you could create some memories, thought patterns, so on so forth
Oh, and maybe some sort of gas that keeps your model standing during printing, you'd wanna prevent any liquid from spilling over if you were to make a person
lol I actually didn't even thought of that one as the cliched 😛
I'm liking this idea a lot
So im making a vr game in unity and I would need some help with a couple of things, is there someone who would be available to help me?
You can ask your VR questions in #🥽┃virtual-reality
Hello. I'm making a 2D platformer, and while I'm good with code for the most part, I'm terribly un-creative. The absolute furthest from creative there is. Does anyone have any tips on how to make a decent game environment without having to make anything, like sprites?
Please ping me if you reply, as I have notifications off. Thanks
Hire/collaborate someone else to do it? The environment has to be made somehow; and if it ain't you, it has to be someone else
gee whiz, thanks for the super help
No problemo
It'd actually be problema* in Spanish there are a lot of words that seem masculine but are feminine
I'll keep that in mind. But all joking aside, are you asking for someone to point you towards an environment building algorithm?
google chrome > microsoft edge
Its literally the same browser engine
I have this kind of situation, front and back wall and 2d character in the middle
The colored in part is whats obscured by the first wall from the camera
So here you could basically only see the head of the player
Cant really point it from further above as the character sprite would be squashed too much
Any ideas?
I can not for the life of me come up with a map or terrain design. What do u guys look at for creativeness lol
Working with any designs finding references is invaluable.
Try putting your character sprite in some sort of colored outline when behind a wall, something somewhat bright like maybe an emerald green or a sky blue
You don't have to make the outline so bold, just thick enough to where the human eye can easily catch
Can someone please make a furnished Elementary school map?
So. I'm good at making walking sims. But struggle with making it engaging without just throwing in a bunch of fetch quests. What advice do you guys have?
I want to make an engaging game not a walking sim
Got any ideas for the overall goal of your players?
Not working on any specific projects. Just kinda looking for some generalized "how do you make a game engaging" advice.
So to that, I would say anything that requires at least some quick action from the players, but something that also requires them to think a little. Like for example dodging random comets or walking across a crumbling floor
@gleaming jungle Links to looking for members forum threads are linked in pins in #💻┃unity-talk . There's no place on this server for this.
ok sorry
@gleaming jungle And don't cross-post
What do you guys think about a game where your a driver and your goal is to run over as many cyclists (annoying people who ride bicycles in the middle of the road) as possible while avoiding the cops?
Lookup Carmageddon series.
jesus that game looks dated
plus nowadays people in the gaming industry don't really care about originality
Not about originality. You can learn what works well from it what's not.
oh i see
There was a modern sequel for it as well
i was thinking i could make it as a fun project for mobile games
and the cyclists could scream and say stuff like "omg my leg!!!" when they get hit
Also can learn from it in which countries it was banned and what changes they did to avoid that.
how do games deal with item inflation? excluding durability on weapons.
Hello im fairly new to unity i have amazing concepts for a pokemon game if you are intrested in making a pokemon game with me let me know please
@cold onyx ^^
Links to looking for members forum threads are linked in pins in #💻┃unity-talk . There's no place on this server for this.
Also ^^
And don't cross-post
Ye i just joined didnt see the rule on this but ok
It's in #📖┃code-of-conduct
@coral adder Art imitating life is a good way to go. Trade and stuff like that.
Man i which we could customize the unity engine like how we can change themes and icons in vs code😩
best unity can do for you is dark mode. Also wrong section lol (I think)
Hello everyone! Can you please tell me where you can find free isometric images?
2D Isometric
Namely, you need a room
Please answer me.
Answer: this isn't the place to ask for free help. If you want to hire someone, there are official Unity forums pinned in #💻┃unity-talk.
Could you elaborate on your definition for "free help"? I've helped some people in this channel who asked questions about ideas/design without asking for anything in return. Was I not allowed to do that?
Free help as in asking someone to flat out do work for you, is not allowed.
Of course asking for help with a problem, idea, or concept in discussion is allowed.
Ok cool, just wanted to be sure 😁
Anyone else struggling with marketing
Anyone know of true Duo Coop games ? Like Games which could only be played by a minimum 2 people by Design, preferably non-narrative games. Other than A Way Out which is a 2 player Story
It takes two, brothers: tale of two sons, and portal 2 (a mode within it at least) are the first that come to mind
At least I'm pretty sure they require at least 2
@true coral Didn't know of It Takes two seems really good, but I was looking for games designed for the purpose of 2 players but which aren't heavily story driven, I'm trying to understand the choice behind Coop mechanics, but every game just seems to put Versus mode or scale to Party mode.
I know I'm looking for something pretty niche, and I might be asking myself the wrong questions. But I'm trying to find a game where the player doesn't tell itself "This would be easier if I could play both" you know
hello
bye
Sounds like you're looking something like an action game where the players have to different tasks at once. To better understand your question, I wonder what you mean by "understand the choice behind coop mechanics"
And greetings @cold onyx
this have many errors
yes
hey anyone knows pixel art?
You're gonna want to head over to #archived-art-asset-showcase
anyone have advice on how to break down a game concept into manageable chunks that you can test?
are there any tools or list that help me to write my mobile game structure?
how to make a play and a setting button for an 3d game ?
What makes a twitch game fun?
Looking for what the center UL Layer for crosshairs section is called in a FPS, anyone know what the general naming convention is for this?
How would I reduce lag
think thats a preformance problem
How do I fix it?
whats happening is your computer is doing too many calculations and it cant handle this
what are you trying to do?
I’m trying to make terrain... and when i make it and press play. The terrain makes it lag super bad
ahhh, is it being rendered from a file or are you making terrain threw a program
tbh you probably ought too post your code. is it in c++?
tbf im not familiar with unity
i usually make my own engine so
dunno how much help id be
I don’t have any code. I add a new terrain. I’m doing it through unity XD
oh huh
Hi all, I doubt that there's a solution, but I'm attempting to design a map for a game which requires Unity 5.6.5p4 for its assets. Since that build does not have a package manager, I'm assuming I am unable to use packages at all? Or is there a workaround for these older versions?
did you guys happened as well that when you guys started this venture that you had lack of ideas for games?
for example, I am trying to do a 2d stealth game but if I don't see what else is there I dont have much creativity for game level desing or machanics
is this normal?
seems pretty normal
Nobody is going to give you free code. Coding questions should go in #💻┃code-beginner.
That's still free code. Make an effort first and then come back here with questions if you're stuck. Also, check Youtube or google for tutorials on it, they 100% exist. Again, this isn't a game design question.
When I test my game with keyboard and mouse, and I click with the mouse on an object the object code starts running. But i cant seem to find how I do this with the vr controllers
If this is a VR question, use #🥽┃virtual-reality to ask your question.
Want to run my game concept by here to get some feedback.
The idea is that it'll be a real time strategy game set on a grid system with branching narrative paths and an emphasis on difficult moral choices. It will follow a member of the FULRO during the Vietnam War. They're something of a little known group that fought against both sides in the conflict with the goal of creating a free state for the oppressed Degar tribes living in the mountains of Vietnam. This would allow for me to tackle both sides of the conflict while getting into issues of discrimination, environmentalism, politics, etc.
Well, it sounds potentially interesting, but it'd probably be quite a challenge to handle the issues there objectively and respectfully. Especially if you're trying to take the viewpoint of a little known (depending on your audience) people.
@grim delta just build an mvp of the mechanic that u wanna test, with squares and boxes and lines.
ok thank you
If you haven't done already, split it by the mechanics - make a full list of them and chunk them together (when you need to test them together, e.g. explosive barrels & combat, or movement and everything else)
Build a list of dependencies and start with the very core, which is most probably movement and then greybox + prototype code for everything else, if it doesn't work, throw it away, if it seems like it could work, with a lot of effort, throw it away, if it is fun right away, throw it away and redo the whole mechanic in proper encapsulated, extendable, maintainable, commented code with cool VFX.
Question is too vague
Learn how to make an in-game options menu using Unity!
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Delete all Trees and Grass from the Terrain, then try again.
It may have something to do with the "max batch count" in the terrain settings - we had the same problem with terrain multiple times already, and it's always the trees / grass thats causing massive lag.
Just place trees/grass as Gameobjects on the terrain, without using the painting feature, and it should be fine.
"requires Unity 5.6.5p4 " ?
Well - packages are also just files, you can download the package on a newer version, then copy/paste all the code you need - but because of dependencies on other packages and API changes, it is very unlikely that it will "just run", atleast you have to downgrade some of the code, I guess.
what's the game design logic behind the option of whether to allow players to move while attacking or not?
Ok so that won’t work. The thing is I only have objects right now that I imported from blender. Just when I add a blank terrain it lags. Then when I add to the terrain it lags even more
Thank you
I'll try to work out microcode for what I want to do on paper and test out parts of it
Sounds like #🔀┃art-asset-workflow is the best spot for that question
will delete and post in there thanks
Question: what program can i use to draw assets for my 2d game?
Gimp is a good option though I'm not sure if it's the best
any other recomendations? just for having more options
@peak silo Going for vector, more traditional drawing or pixel art?
@cold onyx Please don't cross post.
Traditional drawing
I've heard good things about Krita
Wanna ask how do you all do a database for a game? Am new to programming and unity so got no idea how to make a database. Currently i use SO to serve as a database instead whereby my scripts get the info from the SO
Jep, SO is usually the right way ^^
Depends on what you need a database for? Items? Stats? Everything SO.
The only restriction is, that you can't reference Scene Objects directly.
How hard would it be to make a Fire Emblem style game?
Combat and movement?
I would like to use Pixel Sprites, but cant help but feel a 3D model would work better with what I have planed
@scarlet tendon This is for Game Design. Your question is related to #🖼️┃2d-tools.
Alright
anyone down to make a game. DM me if ur down
im down to help with a existing project too
@cold onyx You can find official recruitment (collaboration and commercial) forums pinned in #💻┃unity-talk.
thx
Hi all, I'm not sure if this is the right channel for this question. I also posted in narrative, but Ill ask anyway. I'm working on a safety VR training simulation for people who work all over the globe. The visuals will be as geographically agnostic as possible. I'm debating how to approach the characters' ethnic identities and appearance while maintaining geographic ambiguity. I am also mindful of how design choices could unintentionally associate risk and danger with certain groups of people. I'm debating using humanoid robots instead of human characters, but have gotten mixed reactions...mostly from people who have never tried VR. Any thoughts or inputs would be most helpful! Thanks!
hello quick question does anyone know if theres a tutorial on how to do the attack system in Undertale? Ive looked around and all i can find is the defending parts not the actual attack part where you have to land a hit in the center of the screen
when in doubt, channel the simpsons
robots are kinda funky
is there any benefit for a game to drop loot on the ground, instead of putting them into players inventory directly?
The joy of seeing all the goodies. Plus, you need to handle what happens if the inventory is full, which likely drops them on the ground anyway.
Hello I have a question about making rooms and hallways in my game. Now I could easily create hallways and rooms with ProBuilder in unity but im not really sure if this is efficient because of the amount of batches it produces and how it decreases my performance. Now my question is should I rather make the rooms and hallways inside of blender to have better performance and just import them into unity or should I just use unity instead and find a way to reduce the batch size for example by combining meshes?
What's the best way to "Fade to black"?
The easiest way is to just have a screen canvas with a stretched image which you fade in and out via the CanvasGroup alpha property.
Yeah but how do you access it? I made a singleton with a static function to show or hide the blackout. Is that the best way?
If you're only going to have a single object managing it, then that's definitely the easiest way to do it. But this is getting in #💻┃code-beginner. Give it a try, and if you have problems, you can post your question there.
Ah yeah fair enough. I was asking more around best practices since there is that "fade to black" transition in cinemachine, but I'm more looking to hide scene changes.
I'm still kind of new to game design, and this is the first time I've decided to make a game with puzzles. I have this neat mechanic with superposition, where an object exists in different places all at once until you look at it, and it locks into one of the states.
I want to build puzzles around this mechanic, but I have no idea where to even start with designing puzzles
I've tried a raw approach of just having an idea and trying to morph it into a challenge but they either don't seem fun or I later realize there's a very obvious way to cheat the puzzle
does anyone have any advice on a workflow for designing puzzles?
Pencil and paper is a good place to start
well, okay yes. I am using pencil and paper
I more meant is there any good key steps to use when creating a puzzle
paper and pen 3d ? https://www.youtube.com/watch?v=3EoNJ8m-GdE&t=310s Level1: https://www.youtube.com/watch?v=fK0IESXkmE8
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@amber kelp you should check out The Witness for inspiration. Theres a whole massive like... second game that's all about lining up objects in the camera. Hard to describe, but that's what you're looking for.
Thanks but none of this actually helps me or answers my question
I’m asking how I would go about creating an environment based 3D puzzle
Specifically designing that puzzle. Using only a core mechanic as the basis
Yeah, so I'm telling you to check out the witness for inspiration. Because they have a bunch of puzzles designed around a similar mechanic.
You could try deconstructing the way the witness does it for some insight into how to define your own process.
With the witnesses environmental puzzles, I imagine they work something like this- when u stand within a trigger and you are looking within a certain range, activate a particle effect in the environment to show that the puzzle can be interacted with, and listen for an interaction with that puzzle.
Once the interaction happens, activate the puzzle. In the witness, this means the players view controls where the cursor goes, and you have to keep the cursor on the "path", which you can see from where you are standing in the environment.
Once the cursor gets to the end of the puzzle without exiting the path, fire a puzzle complete event, rewarding the player with whatever and then allowing them to move normally or whatever.
@amber kelp
I still don't think that answers my question. I'm asking if anyone has a good workflow for designing puzzles using existing elements. Using your example there, I'm not looking for how to create a mechanic like the lines in the environment, I'm asking how I'd go about figuring out where to place the lines in the world.
I suppose an easier question would be, if I was a developer making portal 2, what would my design process be for creating a test chamber. Would I place the exits first, how would I go about finding a puzzle that has a single, satisfying solution, etc
Sometimes science is more art than science, Morty.
I mean, the first thing you wanna do is "find the fun", right? So, let's use Portal as an example since it is way more relatable than the Witness.
What's fun about Portal? Is it actually going through the portals, or is it learning new ways to use the Portals? According to A Theory of Fun - it's the second one, learning how to use them. So you'd start with teaching players the most basic mechanics, and then you build and combine the basic mechanics to create interesting challenges
Nevermind actually, I decided to put my portal question into google and it spat this out, which answers the questions I had. Thank you anyway though.
which I think is what you were about to say there, thank you!
It's all about the ah-hah! moment.
I also always like to bring up the Mega Man episode of Sequelitis because it really highlights how they design levels to teach the player without beating them over the head.
Mega Man was a game that was so simple and yet so ahead of its time. It defined an entire genre and continues to be considered one of the best titles in video gaming history. But, does its spin-off sequel, Mega Man X fair so well?
ty brother, also, after thinking about it, i'm considering that pixel art could also be a good option, so in that case, wich program could i use?
Aseprite
ty bud
You've already posted this earlier in #🔀┃art-asset-workflow. Works in progress go in #archived-works-in-progress in the future.
how can i get rid of that thing
i just added a decal on my wall but its blocking my view
🤷♂️
Turn off your gizmos, or reduce their size. Also, this is channel is for Game Design questions.
That's Unity editor related, nothing to do with Game Design and Narrative. Don't try to be technical.
The top looks more natural to me and looks creepier/mysterious for a horror game, but the bottom kinda feels character has bloodshot eyes that adds an intense/dreadful feeling (that and I can actually see what's on the ground).
Idk what exactly you're planning on using these for, but those are a couple of differences I noticed
I am making a level on my game where it is sad, intense, and powerful type of thing, oh and it is also part of my trailer some are saying that the bottom looks doesn't look good😆
If you want to watch it here is the link :https://www.youtube.com/watch?v=PB_aZTLR9fk
Really appreciate the feedback thanks!
Wishlist now on Steam : https://store.steampowered.com/app/1518870/Across/?beta=1
Check it out on Itch : https://pecache.itch.io/across
After waking up not knowing what happened a lioness cub tries to find her owners with the tracks that they left behind not knowing that it will lead her to a journey that will challenge her and know what happen...
Hello @everyone! I want to create a game, but i have a problem with design. I want it to be hexagonal type map. But i can't find any already made transparent hexagonal texture. Any help on that? Should i try to use any specific asset of the store or do it by myself in Unity?
Any good examples of procedural crafting minigames?
I want to make a mechanic where crafting isn't done by hardcoded recipes that can be powergamed, but recipes that are made sort of procedurally and require the player's attention and involvement instead of waiting for a progress bar to finish
I was thinking of something like a metals lathe that generated random shapes for pieces that you needed to cut from metal ingots/sheets, but that seems too menial and not very engaging
Hey currently i'm trying to do a game like Tanks! from Wii play and I was wondering what fits better 3d with the pov on top or 2d with the pov on top (here's some gameplay from the original game: https://www.youtube.com/watch?v=orLxrg51xL8)
Wanna see more? I did a second attempt here if you want to check it out.
https://youtu.be/C4UpasE4Do0
So I finally earned my Platinum Medal. This was intense. For those who saw my Missions 1-100 on my other channel. This was quite interesting. I'm thinking of doing more Wii Play stuff like Find Mii or Pose Mii. But that will be when I'm done w...
Hey, I’m making a racing game and I have two questions:
-
is there a way to have a soft body physics behavior with vehicle meshes
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how would one go about making a sort of a vinyl editor, where you can add and remove patterns on a UV map?
I don't know of a built-in way to do softbody, but there's stuff like this: https://assetstore.unity.com/packages/tools/physics/obi-softbody-130029
Hey fellow developers!
I need some suggestions. Can you give some ideas for Hyper casual game that includes female hair/hairstyle or anything in that sense?
or anything to head start my brainstorming :p
I've written quest making software before, but only for myself to use. In Unity, is there a way to make QuestNodes that chain to X other chain nodes? Or would I have to write custom software for my world editors to write quests if I want it user friendly?
I just realized I could make the nodes to be a custom UI panel that links to others, cool cool cool. I think I'm good to go.
There are already a lot of games out there. https://play.google.com/store/apps/details?hl=en&id=com.YovoGames.hair
Hello guys,
I don't want to code world editing software when I can just let my level editors use raw Unity to drag and drop GameObjects into the scene.
When it comes to quest givers though, they need some internal logic and many of my level builders are not software engineers.
I've written quest engines in the past for my own personal use.
They consist of "nodes", which could be represented as an index card. Each node contains a value indicating what type of node it is then from there more data depending on the type. IE:
0-Null/end
1-Say something
2-Animation plays
3-Sound plays
4-A choice is given
5-A branch happens due any number of variables->including player attributes/skills/items/talents
6-Set a variable
7-Gift the player something
8-Take from the player
9-Inspect - Does player OWN object X or Y.
10-Goto, goto another quest node
So my question is: Can I use the Unity Scene maker to put up UI boxes that look like index cards around GameObjects(questgivers), and then chain one index card to another or more than one via like an arrow? Does that sort of automatic arrow drawing from one game object to another exist? If I can't make UI index cards, I could use stuff like a sphere or something, but it requires the arrow to another sphere functionality.
Is this stuff possible? If so, where should I look into automatically creating an arrow to another UI element or gameobject when one UI element or gameobject of type "QuestNode" is placed?
Thanks guys. I think this will work. In fact when the levelbuilders debug their world, having UI boxes or spheres visually can inspect the states by changing the color of the sphere actively being used.
Can you do that? Sure, you can build near anything. You'd have to build the functionality yourself though
Not sure if it's an art or design issue, but my levels feel very empty
Focus on adding spatial audio elements, particle effects, things that react when the player comes near. It'll spruce it up with lower effort
And think of the level design as a flow. Where do you want the character to move, look and interact. We use a lot of lines for this. So you may need to even invent architecture to make that happen.
Yeah, main issue is that it's a parkour/first person platformer, and while the inside sections have a lot of stuff on the walls and floor, the outside just feels like cube after cube
The only place it feels like I can put decor is the floor, and too much stuff there can disrupt the flow
I had such a system where everything was visible in the scene view.
It was a total disaster after connecting about 50 different Objects.
Then I used the GraphView Expermental API to create Dialogue Trees, Behaviour Trees and Logic Graph trees to bring those things to one screen, where you can see and manipulate paramters of all Elements (Nodes).
The nodes on the graph are basically just inspectors - and now, we can visually see whats going wrong, when things are going wrong in a puzzle / dialogue / AI Behaviour.
So I suggest either waiting for the Visual Coding pack to release for unity, which can be extended with custom nodes, designers can use - or buying an asset that does the job.
Using the GraphView worked for me, but I had to dig into the ShaderGraph Code, as there is absolutely no Documentation to GraphView - so I wouldn't recommend it, unless you want to write almost everything on your own - including the data structure, the visuals of each node and so on xD
Visual Coding pack
What are you referring to by this? Visual scripting?
Can I ask y'all something?
I've just come up with what I think is a really good spinoff game idea. Like really good in my opinion. I have a small team to work with as well.
Having had game ideas stolen in the past should I;
A: tell people about it and ask for feedback with the risk of someone taking the idea and running off with it
B: Keep it a secret until we've developed enough of it to then show it off.
If it were me, I would most likely go with B.
It's would be horrible if someone stole it, IMO.
I would too but the only issue is that what if I spend all this time developing something, release a trailer, and then everyone says it's a horrible idea and no one wants to play it
Does your team feel the same way you do about the game?
Good point. If they like it I'll go for B. They're all asleep, they'll find out about it in the morning lol. We've been looking for a game idea for a while and we're all pretty interested in the topic sorrounding my game.
Thank you!
You're welcome!! I'm glad I could help!
We all know a bit around source engine so it shouldn't be too difficult to get some demos. I guess I'll see how this goes.
I wish you luck! I hope it goes the way you want it to.
Thanks!
This channel is fine for design and any game dev related questions. For anything Unity specific there are dedicated channels.
What's the correct term for a camera used in aRPGs like Diablo/POE etc ? i.e. looks from above at an angle and follows the player
Ideas are cheap. Execution is what matters.
wise
Im getting an error like this
the guard CS script is added to the guard 3d capsule
im sorry I dont know the technical terms, this is my first day of unity :/
https://www.youtube.com/watch?v=jUdx_Nj4Xk0&t=556s This is the video I have been following
In this episode we begin our small stealth game project by creating a "guard" that can patrol a path.
Note: I made a small error in my "TurnToFace" implementation, which means the guard is unable to turn anticlockwise. The reason is that DeltaAngle() can return negative values, so I should actually be comparing the absolute value of the delta a...
any idea why this might be happening?
You'll want to post in a beginner help channel
Game Design Consultant 34$ hr $chizophrenic mad man thats my resume
I'm surprised there's no level design channel
I'm screwing up badly at making a graphical representation of my inventory.... opinions on making a text user interface with written commands to interact with the inventory and possibly other things?
like...
- Equip Iron Armor
-Drop Iron Armor
-Reload Pistol
-Show Inventory
-Consume Apple
If you're doing it because doing it graphically is difficult, I think you're driving your game design by the wrong influences. Command interpreters aren't exactly widely beloved, and I think you'd have to have a strong design idea to make it work
Squirl bat.. no further resume needed! Your a perfect fit. Lol. When I get funding your hired sir! Let's change the world for good. And maybe even help mental health a lil by making human experience part of humanity and corp. Policy so there can live an "american dream"! 🤣 Fr tho. Just need 1 of these benefits programs to actually benefit. I got 2 startups and we need tallented people for talented positions to help us scale with them into the future
what makes game mechanics engaging?
Learning. Feedback. Surprise and delight.
Hi there.
Is there any unity framework recomended for creating a metroidvania game?
like, themost complete, the better.
Exactly
Hello I've just started using Unity, with almost 0 experience to C#. I was wondering how I could connect 2 walls/floors etc, not manually.
Have a look at what other games have done - this site is the most awesome (and completely free(!) ) collection of UI Screenshots you can find.
Game Designers xD A game designers job is to make engaging mechanics, right? xD
It's a vague question .. mechanics can be everything, it can be moving a block, clicking on buttons to gain resources, moving the mouse to move a character, literally everything.
So if you have a mechanic in mind, the only way to find out if it's fun is to test it.
Once you have one, it probably is already engaging, otherwise you shouldn't continue with the idea. To make it more engaging, you can add feedback to it, like particles, sound and maybe screenshake or PostProcessing Effects.
But I guess, there is no guide to design engaging mechanics on purpose, it just happens by trying things.
Synergy helps a lot, if different mechanics in your game work nicely together, like stacking magic spells and if you use water and electricity in the same one it gets an extra boost. But for this to work, you need fun mechanics in the first place. The synergy just adds to it.
so the icing on the top is feedback?
its seeing what happens when you use a mechanic in a certain way?
Yes. Player Feedback (Particles, Sound, ..) as well as synergy and purpose. If the mechanic is entirely optional in the game, you should probably scrap it (unless it makes the player feel better, like if you're able to pet a dog or something)
so it's pretty much the juice that matters
I still have no idea what kind of "mechanic" you are talking about.
Kinda feels like a mechanic that's like "chop trees to gain wood" - and you are asking how to make it engaging so players will chop wood forever without getting bored.
Or to even get them to chop wood in the first place.
Maybe I'm wrong, but it feels like this?
what I believe is that mechanics mean nothing unless they are filled with 'juice'
otherwise they are unsatisfying/unengaging/boring
I am playing Baba is You right now and the mechanics of putting words together to change the rules of the game would be the same without any kind of juice.
There is a blinking effect & sound when you create a valid rule but it would be almost the same without it.
I just need to know when a rule is correct - thats the feedback needed for it to work.
All the particles and sounds are optional - they make it satisfying and easier to understand.
So it depends. If you have a mechanic that's "good" (whatever that means), you can push it further by adding more feedback.
Some feedback is needed for it to work, usually - but I guess the mechanic itself is either engaging from the beginning or will never be engaging, no matter how much juice you add.
But "mechanic" is such a vague term, it's really hard to say without any proper example.
Designing the GUI wasn't the problem, making it was
Guys, I need a game idea? Any Idea of what I can make? I would like it to be 3D and if possible CO-OP
hi guys
I need some serious help
So I'm making a horror survival game "Vacant Planet" for PC. So the intro cutscene is ready . Intro cutscene means the video which will play before the 1st chapter of the game. So Now I wanna include some voice overs into that cutscene. Should I tell the story in few lines in that scene or should I do something else to express the story. Is it ok to tell the story in few lines in this cutscene?? Plz help me ???
What are other games of the same genre doing? The horror games I know, all start with a letter "You are the most famous reporter, there's a big story going on in this hospital, go there and find out more."
This might be a better discussion in #533494613332459531 . But just doing an info-dump exposition often comes off a lot cheesier. The old adage "Show, don't tell" applies in video games just as much as regular writing a lot of the time
But it depends a lot on the feel you want your game to have. If it's not super heavy on story elements and cutscenes to start with it a voiceover or text-over might fit in just fine with the rest
Anyone have some good 3d co-op game ideas?
Right now im in the early stages of a narrative puzzle game version of 'A Christmas Carol'. I am having trouble coming up with ideas for interactions to go along with the long stretches of dialouge in the book (90% of the book is conversations between 2 characters). Does anyone have any suggestions for turning story or narratives into interactive experiences?
btw, sorry if this was the wrong channel to post this in, im new here
You already have the puzzle aspect figured out, but don't know what to do during the in betweens?
Sort of. I know that the game will include light puzzles, but they should fit with the narrative and help drive it. they will be something similar to puzzles in The White Door if you've played that game. I am just having trouble figuring out how to implement puzzles and other interactions while keeping the narrative flowing.
A couple of lines of dialogue and some strong imagery to set the tone and premise of your game should do. If your game is about escaping a place then throw in a shot of a birdcage and dialogue setting that premise up. "I won't spend another day in here, I have to escape" I think as long as you fulfill those two objectives. 1.) Introduce your Premise 2.) Strong horror like images that hint at your theme. You should be golden King.
I need to gather some opinions on a design choice I'm making for a roguelike. One of the main keystones of the roguelike genre is it's randomization, and I'm thinking of expanding that concept into item names to a higher degree. Instead of having different colored 'poitions' I'm thinking of using entirely different names, without the description. For example, an item that heals you might be 'Auxlea' one run and the next 'Poaisl' then next. Would that be bordering on pretentious or would that be acceptable?
On one hand that randomization can make the experimentation part of traditional Roguelikes emphasized more, but on the other having those seeds of consistency may be necessary for player comprehension.
Is this even a valid idea, as another cornerstone of Roguelike design are the duration of 'runs'. Would the player having to figure out everything every run be satisfying or frustrating?
The Binding Of Isaac do the same with the the pills, in a run a red/white pill could be "RangeUp" and in another one "Hp Up"
Well in Binding Of Isaac, you generally know these are pills. In this example, you don't know squat
My going thesis is to create a roguelike where the mastery of the game comes from figuring out something from nothing. You don't have a use description, phsycial description, and every run the name for the item is randomized.
i'm talking about the visual of the pill
Yeah I get that. I suppose what I'm trying to ask is, how much information can be restricted to a player and still be 'functional'?
In Isaac, when you pick up a pill, sure you don't know what kind of pill it is but you still know it's a pill
Personally i would not mind a system like this. I'm just using Isaac as reference but a red/white pill could be a Hat and in another run could be a Shirt same concept
Gotcha. Alright. I'm still kinda testing the waters with the idea simply because I'm not quite sure how far is too far when it comes to obfuscation of information
Thank you for the answer, I appreciate it!
Pixel Dungeon does this with potions and magic scrolls.
The same potion/scroll always has the same name during one run but changes between runs.
There are, I think, 10 potions and 8 scrolls - and 10 potion names, 8 scroll names.
In every run, you will acquire potions/scrolls with the same names as in the previous run, but they will have different effects.
To find out what they do, you have to use them, either by throwing or using them.
Problem is, if you drink a fire potion, you are on fire until you run into water - and because it is the most dangerous potion to drink, aside from toxic potion, I always tried potions in water.
Scrolls on the other hand could power up one of your weapons, or attract all enemies of the entire dungeon level xD
Only one way to find out. But after you used a potion/scroll, it gets a description, but it will also be removed from your inventory, so you need a second one, to know what it did.
After some runs, you know which cast is the one that attracts enemies, as the VFX is always the same, but when throwing a potion, you can just guess what it was ..
Best would be, if you just play the game, it's 100% free, no ads or anything, idk if theres a PC version but it seems like quite the same system you are thinking about. ^^
i cant get hdrp to work right
thats without but with the textures a kompletely broken. thhey either glow are visible but too reflective or they are completely grey if u look at them from the wrong direction
I got it. Thanks bro
Radical comrade. Great to hear. Stay blessed 👑.
What would the basic elements, outside of the Unity code itself, would a game need? Sounds, Images...
Probably a page for settings. Start with volume and expand as needed
Game Design Document (GDD) Template: https://vitalzigns.itch.io/gdd
@wild meadow Scrolling through that document will probably answer that question.
@pine kite thanks. I'll check it out after breakfast
@novel mural thanks!
Hey guys. I have a question for you! I am working on a new project. It's all about how schools can use video games to teach kids things. I spoke to some people and they said they could give me the money to fund this project if I show them that it could work. So, they challenged me to create a game about hydroponics (the act of growing plants in water). I did some research and I learned that they are using hydroponics to grow plants in space, so I was thinking of making a 3d space shooter game about hydroponics. Do you have any ideas on how I can incorporate educational value into it?
Maybe you could make a kind off space farming simulator using hydroponics.
ok, thanks for the tip
@pine kite Ok reading the document. Not quite what I was meaning but this is still useful.
I was thinking like, every game would probably need: Images, Sounds....
Why is it so important to list out every asset type that a game would require? Just look at any game in your library and you can see what it would take, really.
@sudden pendant because I like making lists for one thing and then I make sure that I have everything before I start putting it all together that way I know that it will all work
That way when I start building the game I have all of the tools I need right then and there and I don't have to stop and interrupt my role of inertia to go and get the things I'm missing
That's not really how game development works.
Well I don't really want to interrupt if I'm in the middle of doing part of the game but then need to go and have to get a bunch of images built and then go back to what I was doing if I have the images for instance all ready to go or even just placeholders that I could just get it done
You're going to do that any. The moment you start working on a game based on a design, you're going to find a hundred different things that need to be changed, or tweaked. Which involves going back and making edits to assets.
I know and accepts that but I still like to have some sort of baseline ahead of time
That's just how it works. That's why concepts, blockouts, and half-baked assets are used early on during prototyping.
I still want to have a bit of stuff ready ahead of time
Well, as as I said, look at existing games and see what they have that you might need.
Well I haven't found anything that's exactly like what I want to make but I have been doing that I just don't know if I'm missing anything essential but thank you for your input
Share your list, let's see what you might have missed.
Outside of the code: images (maps, item images, species icons, buttons), sounds/music. Not including the code itself. No doubt I'll add to the list as I familiarize myself with the engine.
What about the whole 3D side of things?
Well it's not going to be three-dimensional it's not even going to have animations probably
Oh I do have some numbers and formulas for the behind the scenes stuff like determining you know chances of winning how much each item is worth the rarity etc
I also have some game fluff and everything you know like the backstory etc
It seems you're mixing the idea of asset types (sprites, textures, particles, etc.) with game assets specific to your game. Nobody can really give you a list of things you'll need specifically for your game, without being involved with the game design themselves.
Well I imagine 99% of games these days have images of one sort or another
And I also imagine a good number of them have some sort of audio
Well, yes, as an asset type. But you're mixing the need for 'images' with the need for 'species icons'.
One is a type of asset, the other is specific to your game design.
I was using that as an example of what kind of images I would need
I know that not all games would have that sort of image though it was just supposed to be an example
But I get your point and I think from here I will just start learning to code and see what happens
@cold onyx Please use the official forums for collaboration/commercial posting. They're pinned in #💻┃unity-talk.
Good day to all, if anyone can help clarify some things it would be appreciated;
I just want to know when there are multiple "places" in a map (e.g. inside a house there's the living room, bedroom, kitchen), and you have to enter a door to enter each place, are each room a different scene in unity? or are they in a single scene, and the camera just switches to a different position. etc. or something else entirely?
Either. Personally, I'm doing different scenes.
thank you for the quick response! Yeah generally thought it'd be easier and cleaner to have different scenes 😄
I don't know if a shooter would be the right way to go for an educational project–I'm not saying that it wouldn't be possible, but you need to remember your audience, and schools may not like using a shooter game in lessons. A farming simulator would work as MadTurtless said. You might also create a game that has something to do with the science behind hydroponics, perhaps something to do with setting up and maintaining a hydroponic plant. Other than that, I would really suggest doing research. The more you know about the subject, the more you will know what game to make around it and how to make it educational.
Built-in pipeline question. Normally I resort to using Shadergraph for creating any custom effects but I am constrained to using the native pipeline for a current project.
Without resorting to custom shader code does anyone know of a way to create custom dissolve effects using the PostProcessing v2 stack?
Also targeting both desktop AND Android so would prefer to avoid custom HLSL if possible.
Preparing client demo for Monday so any feedback appreciated!
I'm looking for some free/cheap basic 2d isometric art for a small project, does anyone know where I could find something outside of the unity asset store, which i've already tried?
Hello. should I mark static checkbox of a dynamic material (via shader) when I bake scene?
Unpopular Opinion: Gamer cleverness and ingenuity and their ability to outsmart or sequence break your game are not problems to solve, they are additional challenges for the player that make the game more fun. Always avoid cheap obstacles that make it impossible for the player to do or boring hard locks that cannot be circumvented. If your game sucks in this regard, take Gumpei Yokoi's advice and go spend a few days playing Super Metroid and ask yourself "Why is this game so much fun?!"
Does the shader move vertices? If so, you probably want to keep it unchecked.
Does the shader make use of lightmapping data? If not, you can turn off 'lightmap static'
Is it transparent? Then turn off 'occluder static'
Does the whole thing grow in size? Disable 'occludee static'
And using static batching on the object is probably a bad idea, because it changes the origin of the mesh.
Read more here:
https://docs.unity3d.com/Manual/StaticObjects.html
thanks
hi guys, I'm in the really early stages of making a top down racing game. I've found that if I make cliffs using the terrain generator, my cars can just zoom right up the walls
does anyone have any experience in this? as far as I can see I have 2 options: either set a limit for slopes that are too steep to climb, or implement anything that the cars aren't supposed to travel on separately as objects
I don't see this being a very resource intense game if that's a factor
When designing graphics what starting resolution or size should I aim for?
3d co-op game ideas please
umm a puzzle platformer with three weasels representing water, fire and grass. When they stand on each other they interact in the following way: Fire and Water make steam to move turbines and the like, water and grass produces vines for climbing, and fire and grass produces smoke
and the individual weasels obviously have the power to solve specific puzzles too, like fire burns, water puts out fire, and grass does something too
Hi guys! Just a quick question.. is it possible to create a game mechanics in Unity that's similar to the game Fez? What are all of your thoughts and opinions regarding the complexity of this?
Hii, I wanted to learn to build characters , Object ,etc in Blender . Could someone suggested me some good tutorials please.
go to the Blender Guru channel on youtube. he has lots of great Blender tutorials for beginners
Thanks I'll check it out
@thin silo Which mechanic are you referring to? The part where the pixel world rotates as you traverse the stage?
any1 know how to make a multiplayer game cus i have din going though la lot of vid but non of them work plz help
What font would you say best for dialogue? One that's easy to read, even across multiple lines?
I need to juxtapose a 2D map over a 3D one. I have a city. It's pretty detailed, so having it show as a whole on top view will literally eat my computer.
So I was thinking of making a 2D map of it and putting it on top of it. So I can see the whole city down from top, but I still want my character to retain accurate position when it moves on the map
How do I go about it, any ideas?
Yup, that's the mechanics that I was referring to
When designing images and such for a 2d game what resolution etc should I be going for
depends on the game I think
I believe it's possible. Here's my theory...
The game looks and acts 2D for the most part, up until that transition happens. To make said transition, you transform the 2D pieces into their 3D counterparts.
The 3D shapes have 4 out of 6 faces containing textures, those textures are the platforms you see in 2D mode. You could gradually rotate the 3D shapes as you move them to the positions they should be at when you rotate the map.
But the only way for this trick to work is if you make sure the faces of your 3D shape change during the transition. You may notice that the corners of the 3D shapes don't grow like 3D shapes normally would to the human eye, to make the game still look 2D. I think it's an optical illusion, squishing/stretching the corners of the 3D shapes as you twist them. After the transition is complete, you can transform back to 2D shapes.
Here's a little sketch I drew about my theory...
There might be an easier solution, this was the first that came to mind
oh wow, you didn't have to but many thanks for the sketch that you made, i think it's much more clearer with this.. hahah
Thanks for your theory too, I think i'll try experimenting around with what you said. I've searched up Google but resources were very limited... seems like not a lot of people attempted to do that sort of mechanics. But with your theory at least I have somewhere that I can start with
Happy to help 👍
I can imagine quite a few ways a 2d fantasy rogue-like could go, do you want to add more detail to your game idea before naming it?
check out the name generator sight might get some ideas from it
https://www.fantasynamegenerators.com/
Countless generators for countless names. Some say it's the best fantasy name generator site around, which is very humbling to hear.
Anybody have any good examples (game/videos) of a top down 3d game where a level is interiors? I can't seem to imagine how to make it
What is the best format for a 3d model to import into unity?
fbx
Im not sure if this is the right channel for this but all i have currently for my game is top down and im not sure wether i want to aim more towards nuclear throne style or hyper light drifter style. What would you guys want to see more ?
Last day on Earth (Android)
I have a game with destruction physics and I’m trying to figure out how to add blood decals. The problem is when the environment gets destroyed the decals move and the masks overlap, any ideas on how to avoid that?
Also sorry for my english
Hello I'm new to unity
Not quite sure what the problem is
the error linked me to this script
Does anyone know how I can resolve this problem?
It looks like the software is trying to load a script named "Missing" for PlayerMissile, does that script exist in your list of assets?
https://forms.gle/fDuTiayHKP5QNDN2A
if you have the time please offer your view on our survey that looks at how often you are able to fully finish a project and more.
This form looks to find out how often you are able to fully complete a project and how often you are not able to. (FYI: its okay to not finish a project, that's more often than not, how we learn and get better :).
You may skip any question, answer however you are comfortable answering.
--> If you can be more specific on the precise number or a...
Neon Chrome is an interior top down game.
Also you can check the assetstore and look for assets supporting a top down style - those screenshots are usually a good reference, also if you like it, you can just buy it and use it.
Yep, I bought the synty interior pack. But their demo and video are from a first person view.
Neon chrome looks good. So basically they literally have no roof
Not a lot of options here.
-
duplicate the decal and move it with the destroyed pieces like gears of war did it
-
write the decal onto the texture (on the GPU, I guess) - then use this (temporary) texture on the fragments
-
if your decal is just a 2D plane, you can apply the fracture also to your decal and then parent it to the pieces, quite the same like 1) but probably more complicated and more accurate
-
depending on your destruction - if you just replace the mesh, you can have a 'normal fractured' and a 'bloody fractured' mesh and check if there is blood on the wall, then spawn the correct one
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just don't xD just ignore it - probably no one will notice
6 - ?) Something I didn't think about xD
But it feels like they are fighting on top of a building roof, not inside a house
Nope, it's inside the building, but the building is a skyscraper and they go on bridges to other skyscrapers from time to time. Loved that game. ^^
Right, I am saying it 'feels' like they are on the roof since there is no roof at all
You think it's made with Unity? It's got realtime lighting all over and for mobile
'Ape Out' is indoor.
Almost every dungeon crawler out there is indoor - something like 'binding of isaac', 'moonlighter', or 'hotline miami', 'SIMS', 'Heat Signature', ...
Custom Engine, I read it up, also thought it could be unity but nope - they upgraded their custom 2D Engine to support 3D and did some clever texturing on the walls, so they look like they have more depth to it (darker at the bottom if I remember correctly)
Nice!
Yeah, watching how they work with player behind the walls. Or how they managed to show top of the walls etc. Thanks
Hey there! I'm beginner in Unity, but I have already seen a few videos about game designer's important skills and knowledge, so I want to ask you several questions
Is keeping abreast of developments in the development industries and the games themselves important?
And where can I learn game design?
Is it important to know other games? Yes.
Is it important to know what games will release? Well, in your genre, maybe - but probably that's more important to a producer or publisher or whoever decides when the game will launch.
Learn 'game design' ...
What do you think IS game design? ^^
Thank you very much!
I couldn't find any word to replace "learn"
to study game design?
Also, I want to ask one more stupid question. Which resources can I use to know what games will release?
Yea but what do you think is game design?
System Design, Level Design, Art Direction or making Game Art - 'Design' is not a very precise term, so it can basically mean anything.
Usually people who talk about game design, are talking about coming up with cool mechanics, something like 'lets combine health and jumping, the lower the health, the higher the jump and make this a 2D platformer game' - which is 'systems design' I guess.
But some think about 'Design' in a way more visual way, like setting the time, maybe even doing the lightning and the art for a game.
Did you try to google it?
Because I just typed in 'game release calendar' and got this:
https://www.mcvuk.com/game-release-dates/
among other sites that have like a list of pretty much all games and their release dates ...
So do you want to say, that everyone can explore all aspects of game design only in the independent experience or I should to say, which aspect of game design prefer?
Oh, I'm so sorry, i forgot to google it. Thank you
Making 2D or 3D art, doing lightning, coming up with game concepts, writing stuff for the narrative, balancing - all of them are entirely different jobs.
You can of course do all of this and learn to do all those jobs but not from a single source (I guess).
If you want to learn 3D Modelling, there are youtube channels, articles and so on available as well as Udemy courses or other online courses, I guess .. but it will be completely different than learning writing a story or coming up with game concepts.
So you have to be more precise in what you actually want to learn/study.
I am very grateful to you! Thank you
... for pointing out that you question is not precise enough to answer?
Well, ok, thanks, I guess? xD
I will sort out in the all jobs in game design and choose which of these I want to explore
if I have any problems, I will definitely ask the Unity community for help 
Does anybody have some ideas for some cool citys/villages? I already have one underwater and one in a forest with giant mushrooms.
How about a city in a ravine?
A city on the back of a giant turtle.
a turtle that swims in lava to be specific
which app should I choose for 2D graphics for unity
What about a flying turtle would be possible be cause its a fantasy game
Good idea maybe like a mining styled city
Howdy, when I'm choosing an AI framework (FSM, BTree, GOAP, Utility), what sort of decisions should I be asking myself to define which one to ultimately use?
I've coded all of them and get their general pros and cons, but dif requirements from the bots require differing approaches and i'm not great at picking one out.
-
Do you want an emergent or a controllable AI?
If you need to control it, GOAP (and probably Utility) can't be used. -
Is it complex? Because if so, FSM won't be easy to work with. If it is extremly simple, all other AI systems might be an overkill
-
Budget? FSM is cheap and easy to get started, if you are just prototyping, try it.
Beyond general stuff like "GOAP is effective for small teams due to placing the minute decision making in the hands of the bot itself, but requires extensive setup and fine control away from the designer"
oh, awesome.
yeah, that all makes sense
The core idea is a tactical mech fps game where you are leading small teams of big robots through complex enviorments while fighting large monsters that vary in behavior. some are sneaky, some aren't, ect. Destructable enviorments are gonna be A Thing so being able to react to a chaotic enviornment is important, but it's mostly the divide between "Your bot allies need to be smart, but your enemies mostly are just big and dangerous (with execeptions)" that made me go hmmm
So i'm leaning towards GOAP due to how it could handle changing stuff better, but at the same tiiime it's a tactical game where you give our team commands and directions so they need to be kinda strictly Controlled... except when they're paniking.
which i mean there's nothing stopping me from using simple systems on the simple baddies and complex ones on your dudes. but still, interesting conflict going on here.
but that is a very nice quick rundown you posted, i def appreciate it. def helps summize Too Many Thoughts
Destructible Environments - isn't that just on the Pathfinding Solution? The AI, no matter which AI you choose will adapt to any situation provided, wether it's GOAP, Utitliy, FSM or Behaviour Trees ... if he can go to an Ally, he will do so, if it has the highest priority. If the path is blocked, it will adapt. Unless there are issues with the AI, they won't just stand still until the destroyed building is moved away..
I wouldn't use different AI systems in the same game ..
BUT you can combine different solutions.
Behaviour Trees as well as GOAP is often used in combination with a very simple FSM.
Utility usually sits on top of GOAP (or in rare cases on top of different BehaviourTrees)
Yeah, all fair points. too many indp systems would def cause problems as they prob wouldn't mesh great togehter/i'd just have to do twice the work. and you're right, that destuction stuff is more based on updating pathing areas properly.
I had a GOAP solution ready to use from a previous project but switched to BehaviourTrees because understanding whats happening is way easier - the whole debugging of "why is he going that way right now?" - then reading "ah, because he wants the pickaxe from the building" - then altering the values "ok, lets make <having a weapon> less important than <healing an ally>", it was a pain to work with xD
I do plan to reuse maps for mission-based things, so like there may be 10 levels that use the same map but things are just placed in different spots/some areas are blocked off/ect. My instinct again is to go with GOAP to try and make the reuse of the enviorments more interesting to play through if the ai often makes different choices.
But then again all taht can be done just through good planning and placement.
But that is a very good point, GOAP would lead to alot of "well i guess this is happening now" that i may or may not want. I do kinda dig that though, but i've never ran through a full produciton with goap so fuck if i know i'll still dig it 3 months in.
IDK - if it is a combat game, I'd prefer my dude to say "I don't have the right tool for the job", than running off in any direction to get the tool.
Because that's what happens in GOAP, if there is any solution, the agent will attempt to solve the problem, even if this means that he has to go behind enemy lines, through an extremly dangerous area, get the tool for a job, then go all the way back and execute whatever the player has told him.
This is fine for games like Rimworld, SIMS, Micro Management Games where there isn't always a thread and you wan't somewhat intelligent AI for your characters.
But a combat game? Hmmmm, I'd think about this. Because restricting GOAP is probably a lot more work than going with a different AI system in the first place.
Just my 2 cents. ^^
That's a very good point.
And except for strategy games, I think I'd never ever use GOAP for enemy AI, they can literally break your game xD
NGL, i spent a year working with the Opsive Behavior Designer tool working on Behavior Trees and while it's good, i kinda never want to see it again as that was... a bad year, and i worked on some BAD projects using it. so i've sadly poisoned the question a bit as i know Btrees are probably the best call but don't want them to be the best call, y aknow?
But yeah, i do have other projects in mind that are a lot looser than the mech one that GOAP's silliness would lend itself better to. you've got a good point.
like i got hired to use BDesigner make BTrees for a game that turned out to be funded by scamming naitive australians and the aus government
Spent six months on that and i kinda don't wanna take any stuff from that project, ya know? just bad vibes all the way down.
But you certainly do make good points.
I see, almost the same story I had with GOAP lol xD
(but I also read about other devs having strange experiences with GOAP)
ha, i was actually going to build them a GOAP system as their design sounded like they needed it. but then they told me it was taking too long and then it was all downhill from there.
But okay, i... i'm probably going to experiemtn, but given that i'm prone to feature-creep i should prob go with FSMS as it forces me to be very specific about WHAT i want.
Maybe later i can rewrite it into another, more flexible system, but only once i really know what i actually expect out of it so i can focus it towards that.
i'll prob save GOAP for the "you run around a city with other NPCS trying to survive as mech/monster fights happen around you" project. Disaster Report With Mechs,Cloverfield But With Robots, Godzilla: Dude On The Ground Edition, ect. that lends itself more to bots doing weird shit to get around and where fidning dudes in weird places would be more charming than a problem.
But yes, i deeply appreciate the info. it helped point me in the right directions i think. i wanna play with goap and prob will elsewhere but those are good reminders of the reality of the system that prob won't mesh great with the controlled prototype i wanna build
Okay, so I've got a conical flask which is supposed to contain a liquid. To check whenever or not the liquid is inside the conical flask I use a loop.
The math is supposed to be easy (flaskPos - H2OParticles[i].position).x < toll
And of course I use the toll to check if the result is less than XNumber
The RbPos contains a vector 3 with the position of the flask
The code is this:
for (int i = 0; i < numH2OPart; i++)
{
if ((RbPos - H2OParticles[i].position).x < toll && (RbPos - H2OParticles[i].position).y < toll && (RbPos - H2OParticles[i].position).z < toll)
{
H2oInFlask = true;
Debug.Log("H2oInFlask: " + H2oInFlask);
}
else
{
Debug.Log("In Water loop:" + (H2OParticles[i].position - RbPos).x);
}
}```
Now, this didn't work at first.
Then all of the sudden it did, I changed nothing about the math.
Now it does not work again, when i check the result of the math, it just returns the flask position, but inverted.
If the flask is on 10 0 -10
The return value of the math is -10 0 10
Can somebody help with this?
*I'll happily re-explain if this made no sense*
This is your 'concial flask' ?
And you want to know if a single 'particle' is inside the glass thing?
Also you have all your 'particles' in a list and they have positions, right?
They are in a list yeah
And i'm checking every single particle, even though it's a bad idea, couldn't think of anything better
Is this a 3D or 2D object? (you are using the Z axis, so I guess, 3D)
Can it be rotated?
It's 3D yes, it's in VR so it can go anyway you want it
then you have to transfer the particle position to the rotated space of the object.
You could use:
https://docs.unity3d.com/ScriptReference/Transform.InverseTransformPoint.html
But this is a pretty heavy operation - so you may want to do a AABB check first, checking if the particle is within the bounds of the object.
You can get the bounds from the renderer and from the collider.
And then call Bounds.ContainsPoint(H2OParticles[i].position).
I will give it a try, and check in when I've done it, thanks! 
Also I think questions like this should be asked in #archived-code-general
I am sorry, I weren't really too sure, so I asked where a math related question would go and ended here👀
Am I missing any types? Does anything seem unbalanced? I'm still in the planning phase of a pokemon clone type game.
The primary goals in order are
- Simplicity
- Visual Archetypes
So, While poison and rock are visual archetypes that might add a bit more diversity to typing matchups, they were left out since it's easier to group them under dark/evil and earth/ground respectively
I'm looking for help with environment creation and level design. I've found I'm decent at gray boxing, but I can't actually make the level look decent. Does anyone have any good tutorials, resources, or personal insight? For some context- I'm building a 3/4 overhead fantasy-themed action RPG with Synty's POLYGON assets, and each level is relatively small (maybe 30x30 playable area for a 2-unit tall humanoid)
An example of why I need help:
I'm sure there are design guides for this sort of thing. But what jumps right away is that you don't want to have naked open spaces. If this is ground, sprinkle some grass here and there, some shallow rocks. The wall looks a bit naked, could use some greenery hugging it or more spotty mossy parts. Basically anywhere you look there must be some kind of detail catching eye some texture to the surface.
Using reference images is great for this too.
Yes thank you! That's exactly the kind of insight I was looking for.
Also, it's not about randomly placing things that makes it look nice. As you level design, give context to what you're doing even if the player doesn't know.
For example, in your screenshot you might tell yourself it was once a tavern. Imagine what it looked like when it wasn't in ruins, where you would walk in through an entrance, what you would see. Maybe where the kitchen would be etc.
That's also excellent advice, thanks!
I started making some tweaks, just adding a bunch of vegetation and environmental stuff.
much better
hi guys i'm making a game and i have a few ideas, but i need more. It's an open world game
Uhhhhh
i got no ideas and i wanna code something, any ideas you can give me? or guidelines
I'm making an endless runner game any name suggestions?
Join someone who is searching for a programmer?
Just hit any of the "looking for a team" groups on any social media platform
Just google for "game ideas", you will find lists, blogs, forums. You can also check out youtube, where people criticise games, they usually also bring in their own ideas, how the game XY could be better with the feature XZ.
Uhm, you're a little late but thanks
ummm i dont really want to work in a team, i just want to code something but got no ideas
but i dont know WHAT
well do u wanna code code or do u wanna learn something new or do u wanna make some code other people could use?
if u wanna do the visual effect graph thing, why not make something like this https://www.youtube.com/watch?v=r2LpOUwca94
you could make an editor tool to easily mirror any selected gameobjects
or you could write a script that just counts to 100
Sign up for a game jam -> https://jams.gamejolt.com/browse/future
Or -> #🕹️┃game-jams
@covert sable Watch https://www.youtube.com/watch?v=ixeRUJQ5yPc [The PlayStation 2 Project - All 4218 PS2 Games (US/EU/JP)] until inspiration strikes.
Hi, does anyone have an idea for a complicated (3d) puzzle?
disturb reality
Anyone here played the old wipeout racing games?
Had a PS2 demo of Wipeout 😄
I am trying to make a game similar like wipeout but with twists
Sounds interesting. Not much to go on 😄
Because i cooked this up so far the past couple of months and need help with ideas 🙂
I personally find mechanical/clockwork puzzles intriguing. there are lots of places you could go with that, especially in 3d
if you need inspiration for good 3d puzzles, check out The Room series
any recommended beginner reads/series for game programming/structure (maybe general programming would fall under this)? im at a point where i can follow youtube tuts for things and i know concepts of OOP and do alright but tackling new issues is like a shot in the dark for me.
My advice would be try something out, and then google stuff :)
set yourself a bare minimum goal (maybe run it by this discord to check attainability) then sit down and get started, do art last etc
If you run into problems google is your friend :)
I find that there can be some stuff in stack overflow but generally unity answers/the unity forum is the best place to look
When designing graphics/images/sprites, what resolution should I be aiming for?
O.o
@plush nymph I liked the puzzles in the witness. The 3d ones, not the 2d panels.
thanks for the help!
elaborating on this, you could make a puzzle where you have limited gears and various components and need the inputs and outputs to match a certain truth table, for example
ok
I am just making something simple in 3D (FPV) and I want to have a surface for the player to walk around on. Is there any benefit or reason to choose a Plane vs Cube vs Terrain (vs __) ?
Plane is the simplest thing you can choose, if that's sufficient for your needs just go for that. Terrain is probably solving it with a nuclear bomb 🙂
There's a collaboration section on the Unity forums
where
Pinned in #💻┃unity-talk.
Does anybody have a link to a free grass asset?
or... just some good lookin grass in general?
!designer
Use #502893580512395264 please.
Srry
I'm trying to create a multiplayer for-honor inspired mobile game, but I have some doubt about my control scheme, my current control is the top one, but I'm quite afraid that it might be too cumbersome, and maybe unresponsive.
The second one is a direct copy of for honor, with stance mechanism
The third one is something I'd like to avoid if possible, I'm not really fond of on screen buttons for touch screen device
Seems like I forgot to write the question, questions is what do you guys think? Is it too cumbersome and I should simplify it, or it seems to be just fine?
Which control scheme do you prefer?
It's really hard to say just from that. It really comes down to how responsive it is. "Double" actions are notorious for misfiring.
Especially why double-tap to block? Seems like that'll lead to frustration even if it doesn't fail to go off just due to the small delay the motion requires. Can't you just hold?
Since your only other action on that side is a swipe that seems like it'd be sufficient
I agree with the double actions misfiring, especially for double swipe. But the hold have a tendency to overlap with drag, thats why I use double tap.
Also, double tap to dodge/block is already used in other games like stormblade, and I think it works well.
Btw, thanks for the feedback
What if say, the top half of the right side were hold to block, the bottom half for attack swipes. To remove the ambiguity
Kinda like pretending the upper right is a giant block button
It might works too, or maybe I should make a dedicated button to block/dodge like in infinity blade, it also works well, it seems its impossible to avoid onscreen button.
I'll try to make/test it this weekend, thanks
I was thinking a region of the screen might be big enough to not necessarily have to be drawn as a button, yeah, testing for feel is always key
how were they able to code rhythm doctor to be so immersive with their scenes?
specifically the boss stages, act 1's glitch system, and act 2's insane window show
Rhythm Doctor has some of the best distraction mechanics of any rhythm game. Here's one example.
I got a big question about resolution and screen size
I'm making a 2d bird view pixel art game for mobile
What things do i have to consider when it comes to map scale/screen size?
someone knows if its possible to set maxium width for layout element?
like i dont want to make that thing bigger
How do you guys like a combat system like this?
The combat is split into 2 fields: the making of your weapon, and the use of it.
(This is a mobile game btw)
You can make your weapon by drawing the shape of it and it will automatically
become a wieldable item for you to use. Different weapon shapes are efficient for
different enemies, and have their own advantages/disadvantages. For brute-like
enemies, weapons need to be big in size and bulky, but will be slow and hard. For
very fast/distant enemies, weapons can be very thin which will make them fast
but weak.
Then you can use the actual weapon after creation, by doing different strokes
using touch. An up stroke will essentially uppercut the enemy, a circle will do a
push/kick to the enemy, and vice versa. The less jitter your stroke has, the
more damage it will deal. Also, different attacks will be useful for different circumstances.
If an enemy had a shield towards their left, you can form a stroke from the right to attack
in that direction. If the enemy is invincible unless they are staggered, you can pull off a counter
to make them vulnerable.
What are your thoughts on this system (and please be honest and show unbiased criticism)
Seems like a lot of potential
I’d say look at those mobile games that you draw the wheels of a car or something and then do the opposite
Don’t make it feel like some money grabbing mobile game, try to come up with creative ways to make the interface for designing your weapon
If you make it a green box with some ms paint type line strokes it’ll feel like you’re playing a game named “doodle weapons 3D” but if you can design it to be engaging it’ll feel like a real effort game
@cold onyx
im here
thats the thing i dont want it to feel gimmicky or childish
i want it to look genuinely useful and cool
Yeah just look at any mobile game made on Buildbox and do everything opposite. Pretty easy recipe
do you know what makes something a gimmick?
so low-effort or filler stuff?
Yeah kind of
and how should i prevent 'doodle weapon 3D' and end up with 'good rpg with unique combat system'?
Don’t make it look like you’re drawing pictures on ms paint
